This commit is contained in:
2026-06-16 03:39:22 +02:00
parent f030eec08a
commit db558d9e14
18 changed files with 1570 additions and 264 deletions
@@ -3,15 +3,19 @@
#include "VoxelAtmosphereManager.h"
#include "VoxelStrateManager.h"
#include "VoxelStrateDefinition.h"
#include "VoxelBiomeDefinition.h"
#include "VoxelGenerator.h"
#include "VoxelTypes.h" // CHUNK_SIZE / VOXEL_SIZE
#include "Components/ExponentialHeightFogComponent.h"
#include "Components/SkyLightComponent.h"
#include "GameFramework/Actor.h"
#include "Engine/World.h"
void UVoxelAtmosphereManager::Initialize(AActor* InOwner, UVoxelStrateManager* InStrateManager)
void UVoxelAtmosphereManager::Initialize(AActor* InOwner, UVoxelStrateManager* InStrateManager, UVoxelGenerator* InGenerator)
{
Owner = InOwner;
StrateManager = InStrateManager;
Generator = InGenerator;
if (!InOwner) return;
USceneComponent* Root = InOwner->GetRootComponent();
@@ -41,11 +45,28 @@ void UVoxelAtmosphereManager::UpdateForPlayer(const FVector& PlayerWorldPos)
const int32 Idx = StrateManager->GetStrateIndex(PlayerWorldPos.Z);
const UVoxelStrateDefinition* Def = StrateManager->GetStrateAt(PlayerWorldPos.Z);
// React only when the player changes strate (cheap on every other frame).
// Player's dominant biome (XY field) — atmosphere can vary by biome within a strate.
// Convention matches GetStrateAt: world cm = voxel * VOXEL_SIZE (actor at origin/identity).
const UVoxelBiomeDefinition* Biome = nullptr;
if (Generator && Def)
{
const int32 ChunkZ = FMath::FloorToInt((PlayerWorldPos.Z / VOXEL_SIZE) / CHUNK_SIZE);
Biome = Generator->GetDominantBiomeAt(PlayerWorldPos.X / VOXEL_SIZE,
PlayerWorldPos.Y / VOXEL_SIZE, ChunkZ);
}
// React on strate change (full apply) OR biome change within a strate (fog/sky only —
// layer actors + atmosphere BP are strate-level). Cheap no-op otherwise.
if (Idx != CurrentStrateIndex)
{
CurrentStrateIndex = Idx;
ApplyStrate(Def);
CurrentBiome = Biome;
ApplyStrate(Def, Biome);
}
else if (Biome != CurrentBiome.Get())
{
CurrentBiome = Biome;
ApplyFogSky(Def, Biome);
}
// Anchor the full-atmosphere BP to the player (so any localized volumes/effects
@@ -78,7 +99,54 @@ void UVoxelAtmosphereManager::UpdateForPlayer(const FVector& PlayerWorldPos)
}
}
void UVoxelAtmosphereManager::ApplyStrate(const UVoxelStrateDefinition* Def)
void UVoxelAtmosphereManager::ApplyFogSky(const UVoxelStrateDefinition* Def, const UVoxelBiomeDefinition* Biome)
{
// A strate's full atmosphere BP owns the entire look — managed fog/sky stay off.
const bool bUseOverride = (Def && Def->AtmosphereActor);
// Biome retint beats the strate's fog/sky when the biome opts in.
const bool bBiome = (Biome && Biome->bOverrideAtmosphere);
const FLinearColor FogCol = bBiome ? Biome->FogColor : (Def ? Def->FogColor : FLinearColor::Black);
const float FogDen = bBiome ? Biome->FogDensity : (Def ? Def->FogDensity : 0.0f);
const FLinearColor AmbCol = bBiome ? Biome->AmbientLightColor : (Def ? Def->AmbientLightColor : FLinearColor::Black);
const float AmbInt = bBiome ? Biome->AmbientLightIntensity : (Def ? Def->AmbientLightIntensity : 0.0f);
const bool bVol = Def ? Def->bVolumetricFog : false;
// ── Managed fog (only when NOT overridden by a full atmosphere BP) ──
if (Fog)
{
if (!bUseOverride && FogDen > 0.0f)
{
Fog->SetVisibility(true);
// FogDensity is authored 0..1; EHF density is tiny — scale into a sane range.
Fog->SetFogDensity(FogDen * 0.05f);
Fog->SetFogInscatteringColor(FogCol);
Fog->SetVolumetricFog(bVol);
}
else
{
Fog->SetVisibility(false);
}
}
// ── Managed ambient skylight (only when NOT overridden) ──
if (Sky)
{
if (!bUseOverride && Def)
{
Sky->SetIntensity(AmbInt);
Sky->SetLightColor(AmbCol);
Sky->SetLowerHemisphereColor(AmbCol);
Sky->RecaptureSky();
}
else
{
Sky->SetIntensity(0.0f);
}
}
}
void UVoxelAtmosphereManager::ApplyStrate(const UVoxelStrateDefinition* Def, const UVoxelBiomeDefinition* Biome)
{
AActor* O = Owner.Get();
UWorld* W = O ? O->GetWorld() : nullptr;
@@ -98,38 +166,8 @@ void UVoxelAtmosphereManager::ApplyStrate(const UVoxelStrateDefinition* Def)
AtmosphereActorInstance = W->SpawnActor<AActor>(Def->AtmosphereActor, FTransform::Identity, Params);
}
// ── Managed fog (only when NOT overridden) ──
if (Fog)
{
if (!bUseOverride && Def && Def->FogDensity > 0.0f)
{
Fog->SetVisibility(true);
// FogDensity is authored 0..1; EHF density is tiny — scale into a sane range.
Fog->SetFogDensity(Def->FogDensity * 0.05f);
Fog->SetFogInscatteringColor(Def->FogColor);
Fog->SetVolumetricFog(Def->bVolumetricFog);
}
else
{
Fog->SetVisibility(false);
}
}
// ── Managed ambient skylight (only when NOT overridden) ──
if (Sky)
{
if (!bUseOverride && Def)
{
Sky->SetIntensity(Def->AmbientLightIntensity);
Sky->SetLightColor(Def->AmbientLightColor);
Sky->SetLowerHemisphereColor(Def->AmbientLightColor);
Sky->RecaptureSky();
}
else
{
Sky->SetIntensity(0.0f);
}
}
// ── Managed fog + ambient skylight (biome-aware) ──
ApplyFogSky(Def, Biome);
// ── Ceiling / floor layer actors — destroy old, spawn new for this strate ──
// (Independent of the override — you can have cloud seas with either fog path.)
@@ -155,5 +193,6 @@ void UVoxelAtmosphereManager::Reset()
if (CeilingActor) { CeilingActor->Destroy(); CeilingActor = nullptr; }
if (FloorActor) { FloorActor->Destroy(); FloorActor = nullptr; }
CurrentStrateIndex = INT32_MIN;
CurrentBiome = nullptr;
if (Fog) Fog->SetVisibility(false);
}